AFK thing in game

Let’s be honest - AFK thing for reward or as a main game aspect is popular on Roblox nowadays, and I have wondered - will it cost it to make AFK thing in my game?
Like, player stays in area, and gets 1 coin every 10 seconds.
AFK won’t be as powerfull as active playing, and honestly will be used for 2 things:

  1. Promoting VIP gamepass - it will increase AFK rewards, giving f.e. 1 coin every 9 seconds.
  2. Earning myself “Better” stats - this on Roblox looks like good strategy.
  3. Player is happy that overnight they have got 3k coins.

What do you think about this idea? I know that it may sound lame and shame, but if we don’t count our personal opinion and counting only business ideas - will this work?

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As far as I can tell, it’s a “you scratch my back, I’ll scratch yours” kind of deal. The player gets coins/experience or whatever, and the developer gets playtime and the added benefits. At the end of the day, it’s a win-win.

I think that it must be designed carefully, in order to be worthwhile, but especially if your game is meant for younger teenagers, they are likely to have their own computers that they can leave on without major consequences. There might be reduced pull with younger kids or older teenagers and adults.

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What makes people afk is not how much they’re getting while afk, but what it is they’re getting

If they’re getting coins, but these coins don’t get them anything they want, then they have no reason to afk
But if these coins get them things they want, then they’ll value these coins more and in turn they’ll value afking more

For example, in Type Soul’s AFK world, every 40 minutes you get a random item from any rarity, but if you’re premium it increases the chance you get a higher rarity item, this is how the game made most of it’s money.

TLDR: Make sure the player has a reason to consider AFK’ing and that the rewards he gets for AFK’ing are worthwhile

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Honestly that’s a great idea. In my case I can make resource spawners which will spawn resource based on time spent AFKing. Or as you said - give some items. Or do time goals - for 100 hours you get X, for 250 hours you get Y and so on.